Unfortunately I have to be brief. That given, a few pointers:
-Eldritch Knights rely on their Intelligence for casting. If your stats are still able to be adjusted, take the 16 from Charisma and swap it with Intelligence.
-If your stats are fixed, your offensive spells are going to be awful. Avoid them. Use your magic to learn defensive spells like Shield, Absorb Elements and Alarm, spells that don't rely on your modifier like Magic Missile or Warding Wind, or spells that do things even when critters make their save, like Earth Tremor.
-Two-weapon fighting is action heavy. Don't plan on using SCAG blade cantrips, and don't plan on using War Magic often.
-Speaking of cantrips: take only ONE long-range cantrip as a stopgap. This is an attack spell; your low Intelligence means it sucks. Make the other utility you don't have, like Message or Minor Illusion. Given your very high DX, considering ignoring attack cantrips entirely and just carry a longbow.
-Treat an Eldritch Knight like a fighter who's taken Magic Initiate as their entire subclass, not a spellblade or Magic User. Your magic is strictly for protection and utility; for combat you do normal fighter things.
This is an awesome build for some very specific style:
So, two-weapon EK - that means you get 3 attacks at level 5, and 4 at level 11. Use these to your advantage when using Eldritch Strike later. Attack 3 separate targets on Round 1, cast a spell that affects all 3 on round 2. They’ll have disadvantage which means you’ll maximize your damage very easily, even with cantrips.
For example: Round 1, attack 4 targets to reduce their saves. Round 2, Sword Burst or Thunderclap (depending on their save deficiencies) for a decent 3d6 damage at each target, and an additional strike at the end. That’s going to be your bread and butter in large melees.
What about higher levels? Follow the same strategy, with a twist. Same idea, hit as many opponents as possible on round 1. Then capitalize on this in Round 2 with spells like Earth Tremor - knock them prone for your allies to strike, and convert the entire battlefield into difficult terrain.
8th level is when you start to branch out from Abjurartion and Evocation, and spell choice is key.
Consider: Cause Fear, Hold Person, Max’s Earthen Grasp, Bestow Curse, Hypnotic Pattern, Slow, Evard’s Black Tentacles, Elemental Bane...
These spells either do not allow continuous saves or, when upcasted, can affect every target you hit in your Round 1 sortie. Once you’ve afflicted them, you can finally get to work and start letting your swords fly.
For this reason, prioritize 2 things with Feats: Int 20, and Mobility. Whether you hit or miss, this allows you to get into the thick of combat, and out, with very little issue, and the ability to drop some nice AoE spells on their heads as a result.
Switch your free spell choice out at level 7 for shadow blade. It has a bonus action spell casting time, so it saves your fighters action to take the attack action. It situationally gives advantage, deals substantial and reliable damage. It’s concentration, but being a fighter you have proficiency and an already high 17 (+3) modifier. Figure out an opportune time to let loose your action surge and your good to go.
shadowblade is vocal and somatic too, you’ll have to be bound and gagged to keep you from creating it.
it has the light property, so your offhand weapon and bonus action can be used on subsequent turns.
if you are an elf and have access to elven accuracy then you’ll be able to outpace the damage of sharpshooter/greatweapon builds without any sacrifice to accuracy or consistency.
bond with your offhand weapon and a longbow, you’ll be deadly at all ranges. You can drop weapons for free, summon one you need as a bonus action. You’ll always have access to your weapons.
So I know I am going way against the grain with my build. But how can I make my drow eldrich knight two weapon fighting a decent build?
Starting stats
Str 14 dex 20 con 17 int 14 wis 15 cha 17
Jebus, those stats are insane.
With starting stats like that you can make any build work great, just do whatever you want.
Unfortunately I have to be brief. That given, a few pointers:
-Eldritch Knights rely on their Intelligence for casting. If your stats are still able to be adjusted, take the 16 from Charisma and swap it with Intelligence.
-If your stats are fixed, your offensive spells are going to be awful. Avoid them. Use your magic to learn defensive spells like Shield, Absorb Elements and Alarm, spells that don't rely on your modifier like Magic Missile or Warding Wind, or spells that do things even when critters make their save, like Earth Tremor.
-Two-weapon fighting is action heavy. Don't plan on using SCAG blade cantrips, and don't plan on using War Magic often.
-Speaking of cantrips: take only ONE long-range cantrip as a stopgap. This is an attack spell; your low Intelligence means it sucks. Make the other utility you don't have, like Message or Minor Illusion. Given your very high DX, considering ignoring attack cantrips entirely and just carry a longbow.
-Treat an Eldritch Knight like a fighter who's taken Magic Initiate as their entire subclass, not a spellblade or Magic User. Your magic is strictly for protection and utility; for combat you do normal fighter things.
Please do not contact or message me.
I agree with most of that but if these are actually OPs starting stats then they'll be able to increase their int without difficulty.
This is an awesome build for some very specific style:
So, two-weapon EK - that means you get 3 attacks at level 5, and 4 at level 11. Use these to your advantage when using Eldritch Strike later. Attack 3 separate targets on Round 1, cast a spell that affects all 3 on round 2. They’ll have disadvantage which means you’ll maximize your damage very easily, even with cantrips.
For example: Round 1, attack 4 targets to reduce their saves. Round 2, Sword Burst or Thunderclap (depending on their save deficiencies) for a decent 3d6 damage at each target, and an additional strike at the end. That’s going to be your bread and butter in large melees.
What about higher levels? Follow the same strategy, with a twist. Same idea, hit as many opponents as possible on round 1. Then capitalize on this in Round 2 with spells like Earth Tremor - knock them prone for your allies to strike, and convert the entire battlefield into difficult terrain.
8th level is when you start to branch out from Abjurartion and Evocation, and spell choice is key.
Consider: Cause Fear, Hold Person, Max’s Earthen Grasp, Bestow Curse, Hypnotic Pattern, Slow, Evard’s Black Tentacles, Elemental Bane...
These spells either do not allow continuous saves or, when upcasted, can affect every target you hit in your Round 1 sortie. Once you’ve afflicted them, you can finally get to work and start letting your swords fly.
For this reason, prioritize 2 things with Feats: Int 20, and Mobility. Whether you hit or miss, this allows you to get into the thick of combat, and out, with very little issue, and the ability to drop some nice AoE spells on their heads as a result.
Switch your free spell choice out at level 7 for shadow blade. It has a bonus action spell casting time, so it saves your fighters action to take the attack action. It situationally gives advantage, deals substantial and reliable damage. It’s concentration, but being a fighter you have proficiency and an already high 17 (+3) modifier. Figure out an opportune time to let loose your action surge and your good to go.
shadowblade is vocal and somatic too, you’ll have to be bound and gagged to keep you from creating it.
it has the light property, so your offhand weapon and bonus action can be used on subsequent turns.
if you are an elf and have access to elven accuracy then you’ll be able to outpace the damage of sharpshooter/greatweapon builds without any sacrifice to accuracy or consistency.
bond with your offhand weapon and a longbow, you’ll be deadly at all ranges. You can drop weapons for free, summon one you need as a bonus action. You’ll always have access to your weapons.
They are my starting stats at lvl3